GM Batpony's PFS Scarab Sage Special (Inactive)

Game Master Batpony

Maps & Handouts

Low tier (3-4)

GM:
CP:2


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Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

Tuthil will give the door a try, stepping up to the door, the dwarf ask for guidance from Iomedae before attempting to push the iron door open.

Str w/+1 guide: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Failing to budge the door the first time he tries again, and again...

Str w/+1 guide: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Str w/+1 guide: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Str w/+1 guide: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Str w/+1 guide: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22

”I think it’s starting to budge, can I get some help pushing here?”

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

I'm not the strongest, but I could give it a try if needed, or at least help you

Aid STR check: 1d20 + 1 ⇒ (17) + 1 = 18
Aid STR check: 1d20 + 1 ⇒ (10) + 1 = 11
Aid STR check: 1d20 + 1 ⇒ (4) + 1 = 5
Aid STR check: 1d20 + 1 ⇒ (16) + 1 = 17

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Standing before the gate, Untir studies it briefly, then pulls out a couple of wands to get himself ready. The first raises his awareness and he does so with no problem. The second one, to increase his speed, takes a while but it gets it eventually.
Wand of heightened awareness (which he will dismiss to get +4 to init), and wand of longstrider.

UMD wand of longstrider: 1d20 + 5 ⇒ (12) + 5 = 17
UMD wand of longstrider: 1d20 + 5 ⇒ (10) + 5 = 15
UMD wand of longstrider: 1d20 + 5 ⇒ (16) + 5 = 21

He then approaches Amun. "As our lead fighter, it would be beneficial for the party for you to have better protection." Laying his hand gently on the monk, he calls his spirits through Da'e for aid, and Amun's skin hardens to that of thick bark.

cast barkskin on Amun: +2 nat AC for 40min.

Finally, he approaches Tuthil from behind, and similarly calls on his spirits to give him aid.
repeatedly cast guidance on Tuthil: +1 to str check.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Hoprah feebly lends her assistance to the efforts with the door:

Aid STR check: 1d20 - 2 ⇒ (15) - 2 = 13
Aid STR check: 1d20 - 2 ⇒ (14) - 2 = 12
Aid STR check: 1d20 - 2 ⇒ (15) - 2 = 13
Aid STR check: 1d20 - 2 ⇒ (3) - 2 = 1

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Amun-Heth bows before Untir. "Many thanks, Spirit-Speaker."

Liberty's Edge

Mosquito Witch Handouts

The struggle to open the gates is real, but perhaps it is also seen as a relief to know that likely you've arrive ahead of your rivals. After a couple push and pulls, Tuthil finally manages to push open slowly the rusted iron gates revealing an archway into a large courtyard. The archway’s ceiling contains a recessed inscription in Ancient Orisiani that has avoided the worst of millennia of erosion.

Linguistics DC20 OR Ancient Osiriani:
It is likely a message welcoming travelers and offering them safety from the winds.

Lingusitics DC25:
a series of apparently accidental chips and scratches changes the meaning to offer safety from the winds of time.

If you read ancient Orisiani, you may open the second spoiler with a successful Perception or Linguistics DC15 check

The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall, above the archway.

Kn History DC 15:
The figure in the wall carvings is the legendary Pharaoh Azghaad. The carvings depict the pharaoh founding the city of Sothis and bringing water to its people.

Whirling sands in the courtyard make it difficult to see anything, but you can vaguely make out the outlines of everything. I.e. concealment for anything beyond 10ft. To your surprise, some of the liveless bodies begin to animate, and make loud groaning noises!

Untir (Longstrider, Heighten Awareness), Amun (Barkskin)

Map is up! We're at a dungeon crawl, to make it easy, first two votes on a chosen door/path will be the path we go with. Next post we'll go right into combat, but am giving time for people to make the knowledge check spoilers as above before we do so. No combat prep rounds.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Woohoo, my ancient osiriani finally coming into use!

"Good. We got here before the snakes. Tuthil, do you think you can close it again? It could delay whoever is behind us. And at the very least, when they attempt to open it, it would create enough of a racket to warn us."

perception, HA: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Untir enters cautiously with the rest. "Look," he says, pointing up to the archway. "It is in Ancient Osiriani. Something about welcoming travelers and offering them safety from the winds. Wait..." He studies it a bit more. "Some chips and scratches there. Accidental? It now says to offer safety from the winds of time. Hmm..."

The sudden movement catches his eye. "Beware!"

In case these are undeads, rolling the knowledge(religion) to identify them when Untir can see them.
knowledge(religion), HA: 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Linguistics: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge (History): 1d20 + 9 ⇒ (9) + 9 = 18

"I believe that represents the legendary Pharaoh Azghaad, founder of Sothis," adds Amun-Heth.

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Read ancient Osiriani too

Linguistics DC 15: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (5) = 27
History DC 15: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24

I agree. This place bears the mark of the Pharaoh Azghaad.Its nice to see I'm not the only one obsessed with obscure facts and trivia.

Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

k(religion) w/+3 M.Lore: 1d20 + 5 + 3 ⇒ (3) + 5 + 3 = 11

Tuthil looks at the undead recalling what he knows from his training of their abilities and weakness, I really should take this time to learn ancient Osiriani with two speakers to practice with."

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Knowledge (history): 1d20 + 11 ⇒ (7) + 11 = 18

Robyyn nods his head as the others translate the glyphs of Ancient Osiriani. They were strange and beautiful, but Robyyn could make no sense of them himself. He did remember hearing some tales of the Pharoah Azghaad, though, and nods his head when the others point that out.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Knowledge (History): 1d20 + 6 ⇒ (14) + 6 = 20

Hoprah concurs with the others about Pharoah Azghaad - she had not slept through class on that particular day!

Hoprah is fine with taking any pathway. Should we perhaps start with the door to the upper left and continue around clockwise from there?

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5
GM wrote:
Whirling sands in the courtyard make it difficult to see anything, but you can vaguely make out the outlines of everything. I.e. concealment for anything beyond 10ft. To your surprise, some of the liveless bodies begin to animate, and make loud groaning noises!

Know Religion: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (5) = 21

I agree to give Ancient languages lessons, but perhaps later, as we have more pressing matters at hand: we might be attacked by these rotting corpses.

says Lebraerio as matter-of-factly as possible.

Liberty's Edge

Mosquito Witch Handouts

And Lebraerio is not wrong as the bodies stand tall making their way towards you. Additionally, a foul stench burdens your senses.

Everyone make a DC12 Fortitude Save or be Nauseated.

Kn. Arcana DC14 for the Odd looking black bordered zombie!
Kn. Religion DC10 for the plague zombie, those who roll in advance can ask away.

Initiative:

Hoprah: 1d20 + 10 ⇒ (4) + 10 = 14

Lebraerio: 1d20 + 3 ⇒ (5) + 3 = 8

Tuthil: 1d20 + 4 ⇒ (6) + 4 = 10

Untir: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Amun: 1d20 + 4 ⇒ (15) + 4 = 19

Robyyn: 1d20 + 4 ⇒ (7) + 4 = 11
???: 1d20 + 1 ⇒ (20) + 1 = 21
Zombie: 1d20 + 0 ⇒ (10) + 0 = 10

An oddly muscular built zombie(?) makes it way to Tuthil and attacks without prejudice! The filth poison from the creature attempts to make it's way in the dwarf's bloodstream.

slam : 1d20 + 7 ⇒ (12) + 7 = 19b: 1d8 + 3 ⇒ (6) + 3 = 9 Fort DC14 or suffer Filth Fever, which onset is d3 days.

Combat Round 1
Conditions: DC12 Fort Save or be Nauseated.

???
Hoprah, Leb, Tuthil -9
Amun (Barkskin), Untir (Longstrider), Robyyn

Zombie

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

For Untir's roll of 19 earlier, he'll like to find out defences, and special attacks. He doesn't have knowledge arcana.

fort: 1d20 + 3 ⇒ (11) + 3 = 14
Untir starts gagging when the undeads approach but manage to keep down the contents of his stomach.

"Foul creatures! Return to the dust that you came from!" Calling upon his spirits, he sends them blasting through all the undeads!

channel energy: 2d6 ⇒ (6, 6) = 12 DC15 for half

Liberty's Edge

Mosquito Witch Handouts

will, red: 1d20 + 3 ⇒ (12) + 3 = 15
will, blue: 1d20 + 3 ⇒ (6) + 3 = 9

Red is dead! Black is unaffected by positive energy. Will give a proper update soon.

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Fortitude Save: 1d20 + 4 ⇒ (17) + 4 = 21 Nice!

"Gah! What a smell!"

Amun-Heth steps forward, focusing his energies, and attacks. He slams a heel into the monster's right knee, then tries to land, spin and jab upwards with his heel to the the monster's jaw, but he lands slightly out of place and the follow-up attacks are wasted.

Burn his second point of ki.

With Ki Flurry:
Flurry of Blows: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 3 ⇒ (2) + 3 = 5
Flurry of Blows: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 3 ⇒ (6) + 3 = 9 +1d6 if first blow hits
Flurry of Blows: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 3 ⇒ (4) + 3 = 7 +1d6 if any previous blow hit this round

Feh!

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Fort save: 1d20 + 2 ⇒ (8) + 2 = 10
Know Arcana: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15

Lebraeri moves, drinks one of his Strange alchemical concoctions, and spits Something toward the awful-smelling zombie

I should have put a little less lemon in it.. the taste isn't very good. Or maybe it's that putrid smell?

Adhesive spittle, DC 14 Ref save:Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Liberty's Edge

Mosquito Witch Handouts

Hey Lebraerio, there's something wrong with your action economy.
Move action to Move. Move action to Withdraw potion from bag. Move action to drink. Standard action to cast. That looks like four actions to me.

Untir immediately releases a wave of positive energy that obliterates one of the zombies and injures heavily the second. Untir gets to see first hand the plague zombies special attack. Upon death, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague. Not to mention their attacks are infected as well. No special defences except for undead traits.

Lebraerio recongizes the creature up at Tuthil's face as a creature made of magic rather than death, a Carrion golem. Amun takes a step and attempts to pummel at it. But only his first punch gets through the creatures thick skin.

Combat Round 1
Conditions: DC12 Fort Save or be Nauseated.

Carrion Golem -5
Hoprah, Leb, Tuthil -9

Amun (Barkskin), Untir (Longstrider), Robyyn
Zombie -6

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Fortitude DC 12: 1d20 + 2 ⇒ (19) + 2 = 21

I'm not really sure where Robyyn is right now; what's the white strip that he, Leb, and Hoprah are on?

Robyyn turns his attention to the carrion golem. As his hand slips into a small pouch at his side, withdrawing a small clump of wiry black hair, he begins a small chant, extoling the fates to doom this golem. He swings his hand in the direction of the golem, releasing the hairs, which fly across and begin swirling around the construct's head.

Actions:

Standard: cast ill omen

Ill Omen wrote:

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Ill Omen (carrion golem): next d20 roll within next 2 rounds

Liberty's Edge

Mosquito Witch Handouts

The white strip is above the archway, you guys are currently under the archway. It's a bit confusing. But there are rooms above the archway and right now you're standing right under it.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Ahhh, got it. Thanks.

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

So moves to get the extract out, and Move to drink. No move on the map. Sorry for the confusion, will use my extract next round

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

I believe that it takes a standard action to drink an extract. Just as it is for drinking a potion.

Liberty's Edge

Mosquito Witch Handouts

I stand corrected as usual! I couldn't find it earlier, but the putting extract and drinking is one standard action.

FAQ wrote:


What kind of action is it for an alchemist to use an extract, mutagen, or throw a bomb?
It is a standard action to use an extract, mutagen, or throw a bomb. This action includes retrieving the necessary materials from the alchemist's supplies, in the same manner as retrieving a material component is included in the act of spellcasting.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24

Hoprah gags at the stench of these foul creatures but is able to fight on.

Knowledge (Arcana): 1d20 + 8 ⇒ (1) + 8 = 9

However, the smell momentarily clouds her mind and she is unable to remember anything she might once have known about what they might be.

She steps forward 5' and sends a cone of fire towards the Carrion Golem, carefully avoiding her comrades.

Burning Hands, fire damage: 5d4 ⇒ (4, 3, 1, 1, 4) = 13 Reflex DC 17 for half

Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

Stench Fort vs DC14: 1d20 + 5 ⇒ (12) + 5 = 17
Kn. Arcana DC14 for the Odd looking black bordered zombie!: 1d20 + 5 ⇒ (9) + 5 = 14
Kn. Religion DC10 for the plague zombie: 1d20 + 5 ⇒ (2) + 5 = 7
Fort DC14 or suffer Filth Fever: 1d20 + 5 ⇒ (14) + 5 = 19

Tuthil avoids gagging on the stench of the dead, and he has a pretty good idea what the odd looking zombie is as it slams him with it's diseased ridden body luckly dwarf blood is hard to infect.

shifting over 5ft, Tuthil calls upon the power of Iomedae to blast the zombie with positive energy cast Disrupt Undead {link}

Domain Spell-Like Abilities (CL 2nd; concentration +5) 6/day—disrupt undead (+wis mod to dam) 1 use.

Disrup Undead touch attack: 1d20 + 2 ⇒ (18) + 2 = 20 to hit touch
positive damage: 1d6 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

Mosquito Witch Handouts

Tuthil the black bordered is a construct not undead so it's unaffected by positive energy as with the channel earlier. I'll assume you vanquished the plague zombies.

Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

Yes, If from the Knowledge checks Tuthil knew the black bordered was not an undead.

Liberty's Edge

Mosquito Witch Handouts

Sorry to do this to you Lebraerio, but you were also Nauseated! So you could only make 1 move action that turn.

Most of the group hold their act together overcoming the foul stench, with the expection of Lebraerio who takes a little bit more time to get used to it.

Robyyn puts an ill omen on the golem while Hoprah immediately follows up with releasing a stream of fire from her palm. The fire burns the creature, but additionally affects it in a funny way. He moves a little slower than he normally would. Creature is affected for: 2d6 ⇒ (2, 1) = 3 rounds as if the spell slow.

Golem Reflex+2: 2d20 ⇒ (11, 12) = 23

Tuthil steps aside, and channels his divine powers first to the weakened undead. His spell is super effective and causes the remaining zombie to explode with disease as well. Luckily no one was in the area.

The Carrion golem focuses it's efforts on Amun, but moving ever so slowly, Amun steps away from the swing.

slam: 1d20 + 7 ⇒ (4) + 7 = 11B: 1d8 + 3 ⇒ (2) + 3 = 5

Combat Round 2

Carrion Golem -17 (Slow x 2 rounds)
Hoprah, Lebraerio, Tuthil -9
Amun (Barkskin), Untir (Longstrider), Robyyn

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn steps forward, closer to Tuthil, where he grants the dwarf guidance. "May the fates twist ever slightly in your favor."

Actions:

5' step
Standard: cast guidance on Tuthil

Guidance wrote:

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Guidance (Tuthil): 1 minute or until used

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

"That walking flesh is no undead!" Untir calls out, abhorred by the unnatural creation.

Calling upon his spirits, he sends them ploughing through the creature to constantly harass and bring misfortune to all it attempts.

Misfortune hex will DC16; roll d20 twice and take lower for 1 round

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Since the flames seemed particularly effective, Hoprah will cast Burning Hands again, and then 5' step back.

fire damage, Reflex DC 17 for half: 5d4 ⇒ (3, 1, 1, 2, 1) = 8

Liberty's Edge

Mosquito Witch Handouts

Sorry! Overlooked something... again. Robyyn's earlier spell Ill Omen would have no effect. Doesn't change the outcome, but just thought it should be clarified. Creature has immunity to magic (that allows spell resistance). The Hex would work as it is a supernatural ability that does not allow for Spell Resistance.

With the creature hindered by fire, Robyyn turns his attention to Tuthil and provides him with a bit of guidance.

Untir calls upon his spirits to further cause a hindrance on the undead-looking construct but the creature completely ignores the wisps.

Will,Slow: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17

However, the wisp serves as a good distraction as Hoprah continues to burn the creature further with her burning hands spell. He continues to move slowly as a result. He looks somewhat injured but is still a ways before he falls.

Reflex,Slow: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13 Slow: 2d6 ⇒ (1, 2) = 3

Combat Round 2

Carrion Golem -25 (Slow x 3 rounds)
Hoprah, Lebraerio, Tuthil -9 (guidance)

Amun (Barkskin), Untir (Longstrider), Robyyn

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

so does the immunity to magic also apply to Burning Hands?

Liberty's Edge

Mosquito Witch Handouts

I had initially thought no, since it was a magical attack as oppose to a spell. But RAW would suggest immunity applies as burning hands allows SR. Although, it was my mistake to begin with so we'll let first two rounds pass but future rounds it'll be immune. Let's just say old age is catching up to the golem.

Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

Tuthil shifts forward flanking the Golem and attacks.

mwk longsword w/+1 guide, +2 flank: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15 to hit
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Landing back on his feet, Amun-Heth spins, lashing out with his fists, striking the giant's knees in quick succession.

Flurry of Blows and flank: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (5) + 3 = 8
Flurry of Blows and flank: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 3 ⇒ (1) + 3 = 4 +1d6 if first blow hits

Extra damage if 1st blow hits: 1d6 ⇒ 2

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

[ooc]Would Lebraerio know if his extract will/won't work on the creature?[ooc]

Liberty's Edge

Mosquito Witch Handouts

He would know that it will work, as it does not allow SR. So I'll assume you will take the standard action to drink it. You couldn't in round 1 due to nauseated condition.

The sheer ugliness of the creature puts Tuthil off his game, his sword swings but goes right above the slow creatures head. Amun doesn't relent and continues pressing on his fist of flurries! And he connects well deliver some good blows.

Lebraerio takes a sip of his extract after recovering from the really bad smells.

The creature surprisingly still stands after taking a huge beating but continues to be ineffective in swinging around it's slow arms. Age has definitely got the better of it.

slam: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8B: 1d8 + 3 ⇒ (1) + 3 = 4

Combat Round 3

Carrion Golem -39 (Slow x 2 rounds)
Hoprah, Lebraerio, Tuthil -9 (guidance)
Amun (Barkskin), Untir (Longstrider), Robyyn

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Looking as slow as the strange creature, Lebraerio finally spits a sticky substance toward its legs.

DC14 Ref for half save

Scarab Sages

M Dwarf Inquisitor of Iomedae 3 - HP 27 - AC 20/T: 12/FF:19 - Perception +9 - Fort: +5*, Ref: +2*, Will: +6* : CMD: 15* - Speed: 20 - Init. +4

Tuthil swings again still using flank and strikes a hard blow

mwk longsword w/+2 flank: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 to hit
damage: 1d8 + 2 ⇒ (2) + 2 = 4
Possible Crit
To Confirm: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 to hit
Plus damage if confirmed: 1d8 + 2 ⇒ (4) + 2 = 6

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

"Curses!" Untir mutters under his breath when the hex fails to take hold. It is time to take out the big guns.

Untir calls his spirits back within him, but only for a moment. After some deep chanting, he gestures to the ground beneath the walking flesh monster. Directed by him, his spirits dive in and almost instantaneously, two ghostly chains burst out, wrap around the creature's leg and attempt to yank it off its feet!

Cast barbed chains, summoning two chains. No spell resistance.

trip vs CMD, BAB, Wis: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
trip vs CMD, BAB, Wis: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19

If any hits, will DC15 or shaken 1d4 ⇒ 3 rounds

Liberty's Edge

Mosquito Witch Handouts

Reflex: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4

The sticky substance is catches the carrion golem in his feet, pinning it to the ground. In his confusion, Tuthil takes the opportunity to deliver a good strong blow that cuts the creature away. Causing it to fall to a state of lifelessness. And with that, the group sighs in relief that the threat is over.

Combat is over! Untir can save his spells. Where to now team?

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Amun-Heth straightens out his robes and cleanses his knuckles with a little water before continuing.

"Should we clear the smaller doors before addressing the larger?" he asks.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn draws a wand of mage armor and activates it on himself. "No objections; I'll follow."

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

We made a good work as a team. Cooperation is essential to our success.

Liberty's Edge

Mosquito Witch Handouts

Following Amun's suggestion, you head inside a modest brick building that just lays outside the main doors into the ruins. What lies inside looks to be what is left over of stables and storage space. The larger room, which you've concluded to be a stable, and perhaps a good place to store the camels has seen age wear it down. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall.

The store-room, perhaps once served as a smithy but looks to be nothing but a place to hold junk. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates are all that remain of a barricade erected. Most of the contents of this room are spoiled and worthless, though you are able to find two sealed vessels full of salt crystals. One contains an application of silver weapon blanch, and the other contains one measure of ghost salt.

Let me know if you're unfamiliar with these weapon blanch and i'll give you the link!

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

"Hmmm... this could be a good spot to board the camels while we search the rest of the place. Somebody want to help me with that?" Robyyn will fetch the camels with any who will assist, getting them in the stables as best as he can.

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Lebraerio explains the uses of the silver weapon blanch and the ghost salt.Cant find ghost salt on PRD, but I suppose it's mainly the same and gives some ghost touch quality to your weapon?

You have to use a strong source of heat, like a torch, to blend the sliver blanch on your weapon, so you have to get it ready before use. Then, the blanch goes away at the first strike. So maybe it's better to use it on a spare weapon. It can be used on the head of arrows and bolts too, not just on axes or swords.

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